Sunday, 10 September 2017

OSR micro solo: Ancient Sorceries

This is a micro solo adventure for OSR games. Stats for roll under and over rules are given.

Beyond the Dun Barrows of Akthania where the ghast kings dwell and further than the dread plains of Unreach where the Nevertribe makes its home lies the Husk Forest. Deep within the wood a stone temple has been left to the elements for over two centuries and it's history has become dust.

You stand before it, your mind still fractured by the horrors you have seen up to this point. Its crumbling grey pillars and haunted cavernous belly that resides just out of sight is both attractive and repulsive to you. But you have come too far to turn back now.

Its dim inner sanctum has been reclaimed by nature - vines crawl like fingers up broken walls, obscuring markings once made by worshippers here. A family of bats slumber in a dark corner and a skink darts across the stone floor. At the end is what remains of an altar, but fear prickles your neck when you see what rests on top of the structure. A perfectly preserved body wrapped in linen. It is a human woman, no older than thirty, but possibly hundreds of years old. Her face is pale, but it is noble and beautiful. In her left hand she clasps a silver sword and in her right a crystal vial containing an emerald liquid.

Take the sword - turn to 2
Take the vial - turn to 3
Explore the temple - turn to 4

2.

Cautiously you lift the blade from her grip. Make a saving throw Vs spells. If you pass, you feel a vibration through the blade and drop it before it ignites into blue flame. If you fail, the sword ignites, you're covered in blue flame. You feel no pain, but you see an age into the past. You see the woman forcing a robed man to drink a green liquid. You see him change into a structure of horns, scales, and claws. You drop the sword. Lose 1d6 Intelligence points for the next 1d6 days.

The woman begins to rot away, leaving only a skeleton. The hand drops the vial, which shatters on the ground.

Explore the temple - turn to 11
Leave the temple - turn to 5

3.

You lift the vial of liquid out of her hand gently and inspect it. Make an Intelligence check. If you pass on roll under, or score 12 or more on roll over, turn to 6. If you do not pass and want to drink the contents, turn to 7. After you remove the vial from her hand, her body rots away to bones, causing her to drop the sword, which erupts into blue flame and vanishes.

Explore the temple - turn to 11
Leave the temple - turn to 5

4.

You brush the undergrowth out of the way to reveal faded pictures on the walls. A lake with a stone building in the background. Within the lake are beings swimming, monstrous things you wish not to have seen. As you search you find a wooden flute.

Take the sword - turn to 2
Take the vial - turn to 3
Leave the temple - turn to 5

5.

The area around the temple is vastly overgrown, with willows looming over you like watchers. Moving behind the temple you find yourself in a clearing with a man-made lake. If you have the flute you may play it - turn to 8 but if you have the keyword Deep turn to 9. Or you may move closer to the water - turn to 10.

6.

A sniff and a light taste tells you all you needs to know. Transmogrification magic. You can drink it by turning to 7. Otherwise.

Explore the temple - turn to 11
Leave the temple - turn to 5

7.

Your bones begin to crack and muscles convulse. You shriek as your skin becomes mottled scales and bone slides out of your head to form horns. Your hands elongate onto claws with webbing. Obtain the keyword Deep.

Explore the temple - turn to 11
Leave the temple - turn to 5

8.

You play a simple melody that flows in the air. You don't know what you're playing, but it feels right to be playing it. Within moments the lake's surface is disturbed. Emerging from its depths comes a amphibious being with vast horns, yellowed eyes and a sinister grin. The creature means to devour your flesh, so you must fight it.

When you cast your bulbous eyes on the lake you feel yourself being drawn to the water. Yes, the cool water will feel wonderful against your scales. You submerge yourself and laugh with glee. You go down further and further. Soon you are joined by your own kind, swimming together for eternity.

10.

You peer into the calm waters and could swear you just saw something move down there. A large shape growing closer. You back away and decide to flee this cursed place. The adventure is over.

11.

You brush the undergrowth out of the way to reveal faded pictures on the walls. A lake with a stone building in the background. Within the lake are beings swimming, monstrous things you wish not to have seen. As you search you find a wooden flute.

Leave the temple - turn to 5

12.

The beast lays on the ground in a bloody pool. You stand over the heap panting, black blood covering your clothing and face. You reach down and break off the horn, knowing you can get at least 300gp for it on the market. You walk away from the lake without looking back. This is where your adventure ends.

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Welcome to Trollish Delver, a blog mostly about roleplaying games. Trollish Delver Games is a publisher of fine tabletop products, including Romance of the Perilous Land, Tequendria, Quill, USR and In Darkest Warrens.